System for training sport mechanics

ABSTRACT

An apparatus for training lacrosse technique mechanics, the apparatus comprising: a crosse, the crosse including a shaft terminating at a distal end opposite a crosse head; and an end cap removably coupled to the distal end, the end cap comprising: a sensor for sensing the motion of the crosse and generating motion data therefrom, and a transceiver for transmitting the motion data to an end user device via a wireless network.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims priority to U.S. Provisional Application No. 61/920,714, filed Dec. 24, 2013, the entire contents and disclosure of which is hereby incorporated by reference.

BACKGROUND OF THE INVENTION

The present invention relates to the field of sports training and more particularly to a system for turning athletic practice into creative, competitive and connected virtual games. The invention leverages the convergence of three trends and technologies to make sports practices more compelling: (1) the deep penetration of smartphone devices; (2) the widespread use of social applications; and (3) the explosive emergence in wearables. The invention makes sports practice a measurable and competitive game by socially connecting an athlete's results to teammates and peers. The invention will also enable an athlete to mimic the form and moves of elite and professional players, ultimately creating a library and marketplace of wearable-enabled virtual signature moves. The invention will also have specific applications for training lacrosse players in throwing and catching mechanics, shooting technique, face off technique, defensive stick checking technique and goaltending technique.

In learning to play the game of lacrosse, a player must learn to throw and catch, scoop a ground ball, dodge, and shoot the lacrosse ball accurately and with speed. Much of this depends on developing proper technique. Players who have this skill are highly sought after and are of value to a lacrosse team. Players practice for hours to develop these skills, often taking part in group and private lessons to learn how to throw and catch, scoop, dodge, and shoot accurately and with increased speed during competitive games. Players may also practice these skills on their own by throwing the lacrosse ball against a wall or pitch-back rebounder, as well as practice other stick handling techniques using various drills. Coaches will provide players with drills to practice on their own. Players often report their number of repetitions performed in a particular drill back to a coach, or verbally share their accomplishments with their teammates and friends. However, coaches must rely on the player to report accurately the number of repetitions and drills performed. Also, such method does not allow accurate comparison of number of repetitions performed among teammates and friends, nor does it permit progress to be tracked. Also, a player practicing such skills on his/her own by throwing a ball against a wall can be boring, and a player will quickly lose interest.

There are other skills in lacrosse that also need to be developed through hours of repetition, depending on the specific position of a player. Face-off players or specialists must work on technique and timing to ensure they successfully provide his/her team with possession of the ball. Defensive players must practice and refine stick checking technique to maximize ability to dislodge the ball from an opposing player's crosse, and goaltenders typically receive multiple shots to varying locations from a coach or player for warming up and to develop their ability to stop the ball from entering the goal.

Additionally, coaches spend a significant amount of time in such practices working with players to develop the proper mechanics of an effective lacrosse pass or shot. Traditionally, skill development for throwing/catching, shooting, facing off, defensive technique and stick checking, and goaltending typically involves a combination of verbal instruction, coaching demonstration, live simulation, and repetition. For example, a coach may tell a player to keep his/her hands high and away from his/her body while shooting, to point the butt end of the crosse at the intended target, to push the top hand and pull on the bottom hand on the crosse to pass or shoot, or to follow through on the shot. However, this method is hardly scientific and is highly subjective.

In order to provide more objective data, in some instances, coaches (or their assistants) will use a radar gun to measure the speed of a player's shot, and/or will record the player's mechanics with a video camera for slow-motion replay. In this manner, the coach and player have some objective feedback to rely on in making corrections to the player's shooting mechanics. However, this feedback is limited. Currently, if a player is being coached on how to shoot properly, his or her coach will visually observe the player while shooting, which could be captured with a video camera, and give feedback on how to improve. However, such methods do not allow accurate comparison of one shot (or pass or other sport motion) to another, much less permit progress to be tracked.

In the context of other sports, sensors are used on the bodies of the athletes—the wrist or glove, for example—to track playing mechanics—such as the trajectory of a golf swing, how fast a baseball player can swing a bat, or how hard a tennis player can hit a tennis ball. For example, such systems are described at www.zepp.com/golf/, www.zepp.com/baseball/, www.zepp.com/tennis, www.quattriumm.com, www.shottracker.com, www.atlaswearables.com, and www.blastmotion.com. The metrics recorded by these sensors are used to coach playing mechanics. However, placement of such sensors on a glove or other area of the player's person gives less than accurate measurements for some metrics, for example, how fast the head of a lacrosse stick is moving at the time a shot is attempted, or the angle of the lacrosse stick.

It is therefore desirable to provide a system for training lacrosse throwing, catching, shot, dodging and other lacrosse motion mechanics that provides more data metrics and feedback with increased accuracy, as well as a way to accurately share that data with coaches and other players.

BRIEF DESCRIPTION OF THE DRAWINGS

Illustrated in the accompanying drawing(s) is at least one of the best mode embodiments of the present invention.

FIG. 1 is a schematic view of a system for training lacrosse technique mechanics according to at least one embodiment of the present invention;

FIGS. 2 a-2 d are cross sectional schematic views of exemplary sensors according to at least one embodiment of the present invention;

FIG. 3 is an exploded view of an exemplary end cap according to at least one embodiment of the present invention;

FIG. 4 is a cross sectional schematic view of an exemplary end cap according to at least one embodiment of the present invention;

FIGS. 5 a-5 c are perspective views of an exemplary end cap according to at least one embodiment of the present invention;

FIG. 6 is a cross sectional schematic view of an exemplary end cap according to at least one embodiment of the present invention;

FIG. 7 is an exploded view of an exemplary access door according to at least one embodiment of the present invention;

FIGS. 8 a-8 b are perspective views of an exemplary end cap in an open and closed position according to at least one embodiment of the present invention;

FIG. 9 is a perspective view of an exemplary end cap in an open and closed position according to at least one embodiment of the present invention;

FIG. 10 is a schematic view of an exemplary system for training lacrosse technique mechanics according to at least one embodiment of the present invention;

FIG. 10 a is a schematic view of an exemplary sensor according to at least one embodiment of the present invention;

FIG. 10 b is a schematic view of an exemplary end user device according to at least one embodiment of the present invention; and

FIGS. 10 c-d are schematic views of an exemplary server supported website according to at least one embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The above-described drawing figures illustrate the described invention and method of use in at least one of its preferred, best mode embodiment, which is further defined in detail in the following description. Those having ordinary skill in the art may be able to make alterations and modifications to what is described herein without departing from its spirit and scope. While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail a preferred embodiment of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiment illustrated. Therefore, it should be understood that what is illustrated is set forth only for the purposes of example and should not be taken as a limitation on the scope of the present apparatus and its method of use. In particular, while the enablements described herein are discussed with particular emphasis on lacrosse, those having ordinary skill in the art will readily appreciate that the invention is similarly applicable to other sports and sports equipment.

FIG. 1 illustrates a system 1000 for training lacrosse technique mechanics according to a preferred embodiment of the present invention. The system generally includes a sensor 1200 for sensing the motion of an associated lacrosse stick (“crosse”) 1220, communicatively coupled to an end user device 1400 and/or a server supported website 1800 for receiving motion data (and/or motion data analytics) derived from the motion of the crosse, via a wireless network 1600. To train lacrosse technique mechanics (e.g. shooting, passing, checking, etc.) a player's attempts at performing one or more techniques are measured and analyzed. These measurements take the form of the motion data captured by the sensor, which may be located in the crosse. The motion data may be stored and/or analyzed for review by the player, a coach, or a third party. In this manner, the progress of a player in mastering one or more techniques may be monitored, logged and tracked. Moreover, review of the motion data and/or analysis gives objective data points that the player may use to improve his/her technique mechanics.

In certain embodiments, the sensor may be located in an end cap 1240 for a crosse 1220. An exemplary end cap is illustrated in FIG. 2. The end cap includes a sleeve portion 1242 coupled to a base portion 1244, the sleeve portion including a hollow core for sliding over the rear of a crosse shaft 1222. The base portion may be positioned adjacent the sleeve portion and may define a cavity therebetween for housing the sensor 1200. Preferably, the base portion is removably affixed to the sleeve portion according to known methods (e.g. tape or friction) such that the base portion is not easily dislodged during the action of a lacrosse game or practice. In some embodiments, the end cap is spherically shaped so as to create additional leverage and/or torque for the player during gameplay. In some embodiments, the end cap may also improve player grip. An exemplary end cap—without the imbedded sensor—is shown and described in U.S. Pat. No. 7,651,418, incorporated herein by reference in its entirety.

In at least one embodiment, instead of sliding over the crosse shaft, the sleeve portion of the end cap may be inserted into a hollow of the crosse shaft and held therein according to known methods (e.g. friction or adhesive). In at least one embodiment, the sensor may be located inside the crosse shaft.

In some embodiments, the sensor may be located at other locations along the crosse. However, because lacrosse is a contact sport with a lot of stick checking, the sensor could be damaged at those locations. By locating the sensor in the end cap or within the crosse itself, the sensor may be protected from impact. Furthermore, locating the sensor in a removable end cap allows the sensor to be transferred from one crosse to another.

FIG. 3 illustrates an exemplary removable end cap 1240 for use with a crosse 1220, in which the end cap 1240 is at least partially inserted into a hollow 1224 located at the rear of the cross shaft 1222.

The end cap 1240 preferably comprises: a sensor unit 1310 for sensing the motion of the crosse and generating motion data therefrom, a memory 1320 for storing the motion data, a transceiver 1330 for transmitting the motion data to the end user device 1400 via the network 1600, and one or more interfaces 1350, each communicatively coupled to a controller 1340 and housed within a housing 1260. In some embodiments, the electrical components of the end cap are powered by one or more internal batteries (not shown) that may be rechargeable via an interface, or alternatively may be replaceable disposables.

As described herein, the sensor unit 1310 detects the motion of the crosse as it is being used by the player during gameplay or practice, and generates motion data therefrom. The motion data is then communicated to the memory 1320 and retrievably stored therein. The transceiver 1330 retrieves the motion data from the memory 1320 (or in some embodiments directly from the sensor) and transmits the motion data to the end user device 1400. The controller 1340 executes software instructions stored in the memory 1310 for causing the sensor unit 1310, memory 1320, and transceiver 1300 to function as described herein. In some embodiments, the sensor unit 1310, memory 1320, transceiver 1300 and controller 1340 are communicatively coupled via a printed circuit board 1300 (“PCB”) or the like.

In some embodiments, the end cap further comprises one or more interfaces 1350, which may include a cap button 1342 by which the user may affect or otherwise control the system parameters and/or functionalities described herein, an LED 1344 for indicating an operating status of the system, and a USB or micro-USB port 1346 for permitting access to the data stored in the memory 1320. Each is preferably communicatively coupled to the controller via the PCB, the controller controlling each in accordance with the functionality described herein. It will be apparent to one of ordinary skill in the art that the PCB may comprise a single PCB, or multiple PCB's in tandem.

The housing 1260 preferably comprises a chassis 1270 having a shaft 1272 extending from a head 1274, and an outer sheath 1280 exterior to the chassis for accepting the chassis therein. The chassis is preferably bifurcated, as shown for example in FIG. 3, to permit assembly about the end cap electrical components. Still more preferably, the chassis is formed of a rigid material, e.g. plastic, metal, or the like, while the outer sheath is formed of an impact absorbent material, e.g. rubber or the like. Accordingly, the housing protects the sensor unit and other electronic components of the end cap from the external environment, including any impact that may occur during use. An exemplary assembled end cap is shown for example in FIG. 4.

Returning to FIG. 3, the chassis 1270 preferably further comprises a head 1272 defining a distal surface substantially perpendicular to the shaft 1272, having one or more apertures 1278 for exposing the various user interfaces 1350 discussed herein, e.g. the cap button 1342, LED 1344 and/or USB port 1346, and permitting access thereto.

An exemplary housing is shown for example in FIG. 5 a-c, in which the sheath 1280 defines an interior space for accepting the shaft 1272 of the chassis 1270 therein. FIG. 5 a illustrates an exemplary chassis and sheath prior to insertion of the chassis within the sheath, while FIG. 5 b illustrates the exemplary constructed end cap. FIG. 5 c illustrates an exemplary constructed end cap having a retention grommet, described elsewhere herein.

As shown for example in FIG. 5 a, the shaft 1272 may be secured to the sheath 1280 by the operation of friction and/or mechanical means. In some embodiments, the chassis is held within the sheath via the frictional contact between the inner surface of the sheath and the outer surface of the chassis. In some embodiments, the chassis and sheath are secured together via fasteners, such as, e.g. screws, pins, and the like.

As shown for example in FIG. 6, in some embodiments, the chassis 1270 may further comprise one or more ribs 1276 for increasing the amount of friction between the chassis 1270 and the sheath 1280. The ribs 1276 may also increase or otherwise alter the impact resistance of the end cap.

Returning to FIG. 3, in at least one embodiment, the crosse hollow 1224 accepts the housing 1260 therein, and retains the housing 1260 via the operation of frictional and/or mechanical means. In some embodiments, the end cap 1240 is held within the crosse 1220 via the frictional contact between the interior surface of the crosse and the outer surface of the sheath.

In some embodiments, the sheath may further 1280 comprises one or more ribs 1282 for increasing the amount of friction between the chassis 1270 and the sheath 1280. The ribs 1282 may also increase or otherwise alter the impact resistance of the end cap 1240. A cross-section of such an exemplary configuration is illustrated for example in FIG. 6.

As shown in FIG. 4, the sheath may further comprise a circumferential groove 1284 for accepting the edge 1226 of the crosse rear 1222, as defined by the boundary between the exterior 1228 and interior 1229 surface of the cross shaft. In some embodiments, the groove 1284 may be partially circumferential and/or may accept only a portion of the crosse edge 1226. Accordingly, the end cap may be “plugged” into the crosse and held therein via friction. In some embodiments, the groove is such that the sheath extends between 1 to 1.5 inches along the exterior of the crosse.

Moreover, in some embodiments, a grommet 1288 may be utilized to further retain the end cap in place within the crosse. The grommet preferably comprises an annular ring of deformable material encircling shaft. An exemplary grommet is shown, for example, in FIG. 5 c.

Returning now to FIG. 3, the end cap may further comprise an access covering 1380 mounted to the chassis head 1274 so as to form a protective covering (in combination with the sheath) for the exposed user interfaces, e.g. the cap button 1342, LED 1344, and USB or micro-USB port 1344, and permitting access to thereto. FIG. 9 illustrates such exemplary access by a USB cable interface with the USB or micro-USB port 1344.

As shown in FIG. 3, the access covering may comprise an annular edge 1384 that aligns with a raised annular rim of the sheath 1286—the raised annular rim extending both radially and distally from a distal end of the sheath and forming a protective barrier for the access covering 1380. Accordingly, the access covering may be recessed from the annular rim such that the rim extends distally further than the access covering, as shown for example in FIG. 8.

Continuing with FIG. 8, an access door may be hingedly coupled to the access covering 1380 such that the user interfaces 1350 are covered by the closed access door, and accessible via the open access door.

In some embodiments, the access cover and the access door are configured so as to form a substantial seal. As illustrated for example in FIG. 8, the surface of the access cover may include one or more annular depressions 1388 corresponding to annular protrusions 1389 of the access door, such that when the access door is in a closed position, the annular depressions accept the annular protrusions, thereby forming a seal. In some embodiments, one or more of the annular depressions and protrusions may be lined with a sealant such as a silicone or other flexible material to promote sealing. Preferably, the seal is substantially water-tight, although less than a water-tight seal is contemplated.

FIG. 7 illustrates an exploded view of an exemplary access door. As reflect therein, in some embodiments, the access door may comprise a status indicator 1348. Preferably, the status indicator is a light-pipe 1348 illuminated by the LED 1344. The status indicator may indicate the status of the end cap, including an on/off state, a data transmission state, a game state, or any other state. In some embodiments, the status indicator doubles as the button 1342 for enabling the user to affect or otherwise control the system parameters and/or functionalities described herein.

Exemplary operations of the system 1000 will now be described with reference to the figures. As illustrated schematically for example in FIG. 10, the sensor 1200 detects the motion of the crosse 1220 as it is being used by the player during gameplay or practice and transmits the motion data to the end user device 1400 and/or server supported website 1800 via the network 1600. The wireless network includes, for example Bluetooth, Bluetooth Low Energy (“BLE”), Wi-Fi, and the Internet. Additionally, the sensor 1200 may store the motion data in memory 1320. The motion data may be transmitted at a later time, or may be retrievable via a wired connection between the sensor 1200 and the end user device 1400, via for example, the USB port 1346, a fire-wire port (not shown) and/or the like.

The motion data may include data indicating the motion/speed of the shot, the motion/speed of the various parts of the crosse, the number and/or types of shots and/or passes attempted (e.g. overhand, sidearm, etc.), the number of shots and/or passes and the mechanics thereof, the frequency at which the player changes the crosse from one hand to the other, how many times a player “touches” the ball during a game or practice, the number of times a player cradles the ball after it is caught and before the next pass or shot is made, how quickly the ball is released from a crosse after it is caught, how many left handed or right handed catches, passes and shots were made, and the player's body core rotation, power and other metrics useful for analyzing player shot mechanics. In particular, the motion data is sufficient to digitally reproduce each attempted shot, pass, catch, dodge, scoop a ground ball or other motion attempted by the player during the course of a practice or game, in three dimensions for analysis by the player, coach, or a computer application. In particular, the motion data may include the number of repetitions of a given technique performed such that players can compare repetitions (and other training results) and otherwise compete with each other, via leaderboards and other sharing and comparison methods.

As shown for example in FIG. 10, the sensor 1200 may comprise an accelerometer 1202, gyroscope 1204, and/or GPS sensor (not shown). Exemplary sensors are commercially available and described at www.zepp.com/golf, www.zepp.com/baseball, www.zepp.com/tennis, www.quattriumm.com, www.shottracker.com, www.atlaswearables.com, and www.blastmotion.com, such websites hereby incorporated by reference in their entirety.

In some embodiments, the sensor 1200 includes sensor unit 1310 that generates the motion data from the motion of the crosse, and transmits the motion data to a motion data processing module 1206 for processing the motion data in accordance with the embodiments described herein. The processed (or partially processed) motion data may then be retrieved by the transceiver 1330, which is communicatively coupled to the motion data processing module 1206, to be transmitted to the end user device and/or the server supported website 1800 via the network 1600. Alternatively, the motion data may be transmitted without having been by the motion data processing module 1206. In such embodiments, the system may omit the motion data processing module entirely, or utilize motion data processing at alternative stages of the process described herein. It should be understood that references to ‘motion data’ or ‘processed motion data’ refer to each or all of unprocessed, partially processed, and fully processed motion data, as appropriate.

As shown for example in FIG. 10 a, motion data processing module 1206 may further comprise a data filtering module 1206 a, a data normalization module 1206 b, a data compression module 1206 c, and a data fusion module 1206 d. The data filtering module 1206 a filters the incoming motion data in accordance with the system functionalities described herein. In other words, the motion data is filtered in accordance with the intended analytics use of the motion data. The data filtering module may be one or more of: a null filter, a low pass filter, a high pass filter, and a berkley filter. The data normalization module 1206 b normalizes the filtered motion data in accordance with the intended analytics use of the motion data. The data compression module 1206 c compresses the normalized motion data in accordance with the intended analytics use of the motion data. The data fusion module 1206 d combines the filtered motion data, the normalized motion data and the compressed motion data to generate a processed motion data for transmission by the transceiver 1330 via the wireless network 1600. It should be noted that one or more of these modules may be present in varying capacities.

As shown for example in FIG. 10, the end user device 1400 receives the motion data and processes the motion data to be displayed to the end user, and/or transmitted to the server supported website 1800. The end user device 1400 comprises transceiver 1408 for receiving and transmitting the motion data, motion data processing module 1402 for processing the motion data, and motion recognition engine 1404 for further processing the motion data according to motion recognition functionalities described herein, and display module 1406 for displaying the processed motion data to the user. In some embodiments, the aforementioned processing by the motion data processing module 1402 may be an additional processing of the motion data, or an original processing of the motion data in accordance with the embodiments described herein. Accordingly, the structure of the motion data processing module 1402 of the end user device 1400 may be substantially analogous to that of the sensor 1200.

Turning now to FIG. 10 b, the motion recognition engine 1404 may further comprise a data construction module 1404 a, a model evaluation module 1404 b, a motion model library 1404 c, and a model comparison and feedback module 1404 d. The data construction module 1404 a processes the incoming motion data into resulting data structures amenable for motion recognition processing. The model evaluation module 1404 b compares the recorded motion data to a set of recorded reference motions using a set of objective functions. These objective functions are constructed to enable rapid comparison of the motion to the library of possible motions (via model comparison and feedback module 1404 d). The objective functions may involve calculation of the least squared error metric as one possible algorithm, or other algorithms. The motion model library 1404 c stores the possible recognized reference motions that have been generated in the system either from calibrated motions or from generic template. It is expected that the model motions contained herein are not static but rather can be updated over time by other processes. The model comparison and feedback module 1404 d matches the recorded motion to possible recognized motions. It further facilitates using the comparison output of the model evaluation module 1404 b to find the closest match in the library of recognized motions stored in the motion model library 1404 c. The model evaluation module 1404 b module may also update the stored motion model that matches the motion closest to make the model adaptive to small changes in the recorded motion. This module also can provide parameters to the data construction module 1404 a that can optimize further matching operations, for example, to provide an updated gain value to scale the incoming motion data for better matching.

Accordingly, the end user device 1400 receives the motion data for display to the end user via display 1402. The end user device may include a smart mobile device, such as an iPhone®, iPad® or Android™ device communicatively coupled to the network 1600 and the display 1402 may include a touch screen or other conventional display. The end user device may be that of a coach, the player, or a third person interested in an analysis of the player's lacrosse motion mechanics and statistics. The end user device preferably includes a wireless transceiver 1408 for receiving the motion data. In some embodiments, the end user device 1400 may receive the motion data directly from the sensor 1200. In at least one embodiment, as further discussed herein, the motion data of a player may be received by the end user device 1400 from the server supported website 1800 having a memory on which the motion data of the player is retrievably stored.

As shown for example in FIG. 10, the server 1820 supporting the website 1800 receives the motion data (and/or analyzed motion data) and processes it to be transmitted to the end user device 1400. The server 1820 comprises a network interface 1828, a processor 1822, a memory 1824, and an input/output interface 1828, all known in the art, for implementing the functionalities of the server supported website 1800 described herein.

In some embodiments, the server supported website may include an analogous motion data processing module 1802, for additional processing of the motion data, or an original processing of the motion data in accordance with the embodiments described herein. In some embodiments, the server supported website may include an analogous motion recognition engine 1804, for additional processing of the motion data, or an original processing of the motion data in accordance with the embodiments described herein.

As illustrated for example in FIG. 10, the server supported website comprises a user database 1806-1 for storing user information, device information, user activity information, user-derived analytic information; an analytics module 1808 for receiving user-derived information and aggregating or otherwise organizing such information, such as for example, into lists (e.g. leaderboards, inactivity lists, etc.); an algorithm database 1806-2 for storing algorithms for analyzing the user motion data according to the features and operations discussed herein; an algorithm modeling module 1812 for adding, subtracting, or otherwise modifying the modeling algorithms used to match the user movement with recognized motions; and a user notification module 1810 for generating user notifications to be transmitted over the network 1600 to the end user device 1400, via the network interface 1828.

Turning now to FIG. 10 c, the user database 1806 may further comprise a user information database 1806 a, a user activity database 1806 b, a user specific analytics database 1806 c, and a general database 1806 d. The elements of FIG. 10 c further describe how the user data may be stored in the overall data store according to at least one embodiment. User information database 1806 a stores the data associated with the user, e.g. username, age, email, handedness, stick length, etc. User activity database 1806 b stores the activity data associated with the user, e.g. motion data. There may be zero, one or more data items for each user per day depending on the activity that is recorded by the system for that user. The data stored in this section may also be of a complex datatype that combines multiple user events into one data item. User specific analytics database 1806 c stores data generated by analyzing user event data. Examples of such data include cumulative activity and comparative data. The overall database structure 1806 d can be represented as a single database or as a set of related but separate databases. For complex situations, a NoSQL database can be used to hold all of the data described here but the schema is preferably more complex.

The analytics module 1808 may further comprise a server scripts module 1808 a for processing user-derived analytics to, for example, aggregate the data from a group or groups of users, validate the data, and to do other server tasks involving the data including preparing the data for further analytics; a leaderboard module 1808 b for generating one or more leaderboards to enable easy comparison between users. Given the multitude of potential leaderboards, the analytics module 1808 may track and generate multiple leaderboards involving some or all of the users; and a leaderboard analytic script module 1808 c for generating actionable notifications if changes to the leaderboards occur for individual users. For example, if the user moves up or down on a leaderboard relative to other users, a notification of the movement may be generated and transmitted to the user according to the operations and functions described herein.

Turning now to FIG. 10 d, the algorithm modeling module 1812 may further comprise a user information module 1812 a for identifying the user associated with the transmitted and/or stored data. Identification of the user may be generic based on age, height, handedness, for example, or it can be specific to the username and device information. The algorithm modeling module 1812 may further comprise an algorithm retrieval module 1812 b for retrieving the appropriate models from the motion model library 1404 c, given the user identity and associated specificity. For example, in the case of generic user information, the model retrieval may be generic as well, while, if the user information is more specific, user labeled models may be specifically retrieved. The algorithm modeling module 1812 may still further comprise a user specific algorithm module 1812 c for on-the-fly customization of the retrieved algorithms to make the retrieved algorithm work better for the user. For example, a generic model may be adjusted for the specific user's height and/or stick length.

Generally, in operation, the motion data is transmitted to the end user device where it is displayed as analyzed motion data, such as usable metrics (e.g. the number of times a certain technique is executed, etc.). The motion data may be transmitted directly to the end user device and processed by the end user device to generate the analyzed motion data. Additionally, the motion data (or analyzed motion data) may be transmitted from the end user device to the server supported website to be further processed by the server to generate further analyzed motion data that is transmitted back to the end user device. Alternatively, the motion data may be transmitted directly to the server supported website to be processed by the server to generate the analyzed motion data that is then transmitted to the end user device for display. Optionally, the analyzed motion data may be further processed by the end user device prior to display. In this manner, the motion data may be processed or partially processed to generate the displayed analyzed motion at a plurality of the modules described herein.

Accordingly, it should be noted that while processing of the motion data is described herein as occurring at each of the crosse, end user device, and server platforms, the motion data may be processed entirely at any of these levels or any combination thereof without departing from the scope of the invention. Furthermore, where functionalities and operations utilizing motion data are described herein, it should be understood that the same functionalities and operations may be applied—in some embodiments—partially or wholly to analyzed motion data.

In some embodiments, the player may be able to share motion data or analysis of, for example, number of repetitions of throws/catches during a wall ball session, with coaches and friends and teammates via a leaderboard displayed on the application, email, social media, and/or an internet website.

The server supported website may receive the motion data and provide an internet accessible portal through which to receive and/or view that data. In particular, the website may operate substantially similar to the computer application as executed on the end user device. The server supported website may be accessible by the end-user device running the computer application. The motion data (and/or analysis) of one or more players may be downloaded/uploaded between the end user device and the server supported website. In this manner, the motion data and/or analysis (e.g. player statistics, three-dimensional motion representation, etc.) may be shared between players, coaches, etc. for further training recommendations, competitions, team tryouts, etc. An exemplary example of a website through which athletes can share workouts and workout statistics with others is www.strava.com, the entire contents of which is hereby incorporated by reference.

The motion data and/or the results of its analysis may be retrievably stored by the computer application and/or server supported website memory. In some embodiments, a detailed record of every throw/catch repetition or shot is retrievably stored (either locally, or remotely via a remote server communicatively coupled to the network). In some embodiments, the computer application may display a time-based summary of the player's motion data so that the player can track improvement. The computer application may also be configured to display any other set or subset of motion data and/or analysis, e.g. repetitions, catches, passes, shots, etc. In some embodiments the server supported website may comprise a mobile-accessible website for access by smart phones and the like.

As described herein, the server 1800 may be accessed via a computer application (“app”) running on the end user device 1400. Exemplary functionalities of the app are described herein. It should be understood that the functionalities of the app may be executed by either the app or the server, either alone or in tandem, unless otherwise stated. Accordingly, in some embodiments, the app functions as an interface to the server, which performs the functionalities described herein.

The app may generate a user profile from user information inputted by the user, a coach, or the app itself. The user profile is then associated with an end cap such that the motion data of the end cap is associated with the user profile in accordance with the embodiments described herein. The user profile may include such information as: name, age, email address, profile picture, gender, skill level, stick length, team associations (both real and virtual), position played, dominant hand, geographic location, and user avatar selection. The user profile information may be utilized by one or more of the modules described herein to generate the analyzed motion data for display to the user, third-parties (e.g. teammates, other players, spectators, fans, etc.) and/or coach.

In some embodiments, the user profile may include a user selected avatar. As the user progresses within the app and achieves certain milestones, he/she will “unlock” other avatars, from which they will be able to choose to represent them. Accordingly, the avatar may be a visual way of displaying to others their progress and level of activity within the app.

As the training techniques or games described herein are completed by the user, the user profile may be updated to include the metrics or analyzed motion data associated therewith. These metrics may measure progress and/or be used in a competitive sense to promote further training. Accordingly, in some embodiments, a plurality of users may associate themselves with a virtual ‘team’ for the purposes of competition according to the analytic ‘games’ described herein. The virtual team may be in addition to a physical team of the user. The user's association with real or virtual teammates may be information stored in the user profile.

In general, the analyzed motion data for the user will be accessible to the user and may be displayed on the end user device via the app. In this manner, the user may track performance, progress, etc.

In some embodiments, the analyzed motion data for a given game in which a plurality of users participate is reflected in one or more leaderboards accessible to those users. Leaderboards may be displayed in activity metrics, such as number of reps, length of time played, achievement of specific skills, shot speed, accuracy, number of times a player touches the ball, etc. Leaderboards can be filtered by time period (daily, weekly, monthly, all time), age of player, number of left-handed reps and right-handed reps, geographic region, male or female, or any other data common to the user profiles. Custom leaderboards may be created by individual users, third-parties and/or coaches. In some embodiments, when a player moves up or down on the leaderboard, a notification is sent to the player by push-notification, text and/or email. A notification may also be sent out according to a predetermined schedule, e.g. daily, weekly, etc.

In some embodiments, the user may earn virtual trophies or other prizes based on the user's analyzed motion data. For example, points and/or prizes may be earned as the user's analyzed motion data indicates the user has mastered one or more techniques, has prevailed in a competition or challenge, has been ranked at a certain level in one or more leaderboards, etc. Such points and/or other rewards preferably can be redeemed for goods via an online shopping portal supported by the app. In some embodiments, the user profile includes a virtual trophy room where viewers of the user profile may view the various trophies and accomplishments of the user with respect to the training system.

In some embodiments, the app comprises an activity feed associated with the user for displaying information relevant to the user. For example, analyzed motion data of the user (and/or of the user's teammates) may be posted on the user's activity feed for viewing by the user, third parties, and/or coach. Activity displayed on the activity feed may include analyzed motion data for recent games, drills, etc., trophies or other accomplishments, the status of challenges, and leaderboard changes.

In some embodiments, the activity feed may include virtual social activity. For example, the user may post a ‘poke-check’ or ‘high-five’ or other social message on the activity board of another user. In at least one embodiment, in order for the user to post on an activity board of another user, the first user must be accepted as a ‘teammate’ of the second user. In this manner, the activity board reflects a type of training specific social networking application.

In some embodiments, challenges may be issued between users. Challenges are specific events within the app in which a user can compete against one or many other users/players. Challenges may be initiated by one or more of: players, the system, coaches, or third-parties (e.g. equipment sponsors, etc.). For example, some challenges may include determining which player can execute the most number of reps of a technique within a set time period or with the highest accuracy percentage, who has the fastest shot, or who can perform stick tricks or signature moves most effectively. Challenge invitations may be sent by push notification, text or email. They can be either accepted or rejected by players. Winners of challenges can receive reward points, badges, and/or higher ranking on leaderboards. Challenges may be according to various formats, including one-to-one, group-to-group, tournament, etc.

In association with each of the functionalities described herein, an optional push notification may be implemented such that the requisite information, challenge and/or message is supplied to the user via the end user device.

A coach's web portal or app may also be provided to coaches. Preferably, the coach's portal will include functionality in addition to that of the player app, while retaining some or all of the player app functionalities described herein. Preferably, the coach's app permits the coach's profile to be associated with the player profiles of those users on the coach's team. Coaches preferably have access to each of the profiles of their players, as well as the analyzed motion data of their players. In some embodiments, the coach's portal may be accessed via the server supported website, via a user log-in sequence such as is known in the art. In this manner, coaches utilizing the coach's portal are able to monitor their players' practice activity and/or training development.

In some embodiments, the coach's portal enables communication to team members via push notification, text or email. Accordingly, the coach's portal may enable the creation and distribution of specific drills and/or challenges to team members. Preferably, the coach's portal is operable to display reports based on analyzed motion data of team members for review by the coach. In at least one embodiment, such reports may be periodic. In at least one embodiment, such reports are communicated via email, text message and/or push-notification. Preferably, the coach's portal enables monitoring of the team members of a plurality of teams associated with the coach. In terms of user interface, each team may have its own tab, and when coach selects the tab, the info for players on that team appears.

Exemplary analytics will now be described with reference to exemplary training techniques, i.e. ‘games.’

As previously described, the analyzed motion data (i.e. motion data analytics) may include data indicating the number of throws and catches made by a player in a game or wall ball practice session, the motion/speed of the shot, the motion/speed of the various parts of the crosse during shooting, face offs, defensive stick checking or goaltending, the number and types of shots or passes attempted (e.g. overhand, sidearm, etc.), the number of shots received and/or saved by a goaltender, the player's body core rotation, power and other metrics.

The analyzed motion data may be received by the end user device and thereafter displayed to the end user. In at least one embodiment, the analyzed motion data may be displayed on an online leaderboard and shared between the end user devices of coaches and other players and/or third parties. The online leaderboard is hosted by the server supported website, and may be accessible via the end user device or any other such user interface. In this manner, players can compare repetitions (and other training results) and otherwise compete with each other on a local, regional, national or global scale.

In at least one embodiment, the end user device may be caused to display a virtual reproduction of one or more of the player's shot or pass attempts in three dimensions for viewing and/or analysis by the player, coach, or a computer application. The three-dimensional reproduction may be compared to other exemplary shots of, for example, professional players, coaches, computer simulations, and the player. The comparison may occur via the visual representation of one shot being digitally overlaid onto the visual representation of another shot. Alternatively, the shots may be compared via side-by-side juxtaposition. Such exemplary shots may be stored in a local memory of the end user device, or in the server memory of the server supported website (accessible via the end user device). Similar analytics may be implemented for other techniques, including face-off maneuvers, defensive stick checking techniques, and/or goaltending techniques.

In some embodiments, the comparison includes a comparison of select analyzed motion data. For example, the end user device may be caused to display the speed of the player's attempted shot juxtaposed against an average shot speed for that player, or the average shot speed of a selected professional. As another example, the end user device may be caused to display a game summary report that includes how many shots the player took during the course of a game, the types of shots taken, the average speed of the shots, the average trajectory of the crosse, and the range of such metrics. In this way, the player and/or coach has a number of data points from which to improve the player's shot mechanics and lacrosse skill maneuvers in general.

In some embodiments, the end user device may be caused to display suggestions on how to improve the player's shot and pass mechanics, as well as other skill maneuvers. For example, the end user device may be caused to display a comparison between the player's shot or pass to that of a professional and determine that the player may benefit from repositioning his/her hands on the crosse. This comparison may include a visual, numerical, or other data comparison or juxtaposition, or any combination thereof.

In this manner, the embodiments described herein permit a player to analyze and improve his or her lacrosse motion mechanics, as well as record other data metrics during practice and game play, as well as socially connect, play and compete against other players virtually.

The enablements described in detail above are considered novel over the prior art of record and are considered critical to the operation of at least one aspect of the invention and to the achievement of the above-described objectives. The words used in this specification to describe the instant embodiments are to be understood not only in the sense of their commonly defined meanings, but to include by special definition in this specification: structure, material or acts beyond the scope of the commonly defined meanings. Thus if an element can be understood in the context of this specification as including more than one meaning, then its use must be understood as being generic to all possible meanings supported by the specification and by the word or words describing the element.

The definitions of the words or drawing elements described herein are meant to include not only the combination of elements which are literally set forth, but all equivalent structure, material or acts for performing substantially the same function in substantially the same way to obtain substantially the same result. In this sense it is therefore contemplated that an equivalent substitution of two or more elements may be made for any one of the elements described and its various embodiments or that a single element may be substituted for two or more elements in a claim.

Changes from the claimed subject matter as viewed by a person with ordinary skill in the art, now known or later devised, are expressly contemplated as being equivalents within the scope intended and its various embodiments. Therefore, obvious substitutions now or later known to one with ordinary skill in the art are defined to be within the scope of the defined elements. This disclosure is thus meant to be understood to include what is specifically illustrated and described above, what is conceptually equivalent, what can be obviously substituted, and also what incorporates the essential ideas.

Furthermore, the functionalities described herein may be implemented via hardware, software, firmware or any combination thereof, unless expressly indicated otherwise. If implemented in software, the functionalities may be stored as one or more instructions on a computer readable medium, including any available media accessible by a computer that can be used to store desired program code in the form of instructions, data structures or the like. Thus, certain aspects may comprise a computer program product for performing the operations presented herein, such computer program product comprising a computer readable medium having instructions stored thereon, the instructions being executable by one or more processors to perform the operations described herein. It will be appreciated that software or instructions may also be transmitted over a transmission medium as is known in the art. Further, modules and/or other appropriate means for performing the operations described herein may be utilized in implementing the functionalities described herein.

The scope of this description is to be interpreted only in conjunction with the appended claims and it is made clear, here, that the named inventors believe that the claimed subject matter is what is intended to be patented. 

What is claimed is:
 1. An apparatus for training lacrosse technique mechanics, the apparatus comprising: a crosse, the crosse including a shaft terminating at a distal end opposite a crosse head; and an end cap removably coupled to the distal end, the end cap comprising: a sensor for sensing the motion of the crosse and generating motion data therefrom, and a transceiver for transmitting the motion data to an end user device via a wireless network.
 2. The apparatus of claim 1, wherein the distal end comprises a hollow defining an interior surface for accepting the end cap and frictionally retaining the end cap within the hollow during the training of lacrosse technique mechanics.
 3. The apparatus of claim 2, wherein the hollow further defines an annular edge between the interior surface and an exterior surface of the crosse; and wherein the end cap further comprises an annular groove for receiving and frictionally retaining the edge therein.
 4. The apparatus of claim 3, wherein the groove receives 1-1.5 inches of the distal end of the shaft.
 5. The apparatus of claim 1, wherein the transceiver transmits the motion data to a server, including: a server memory, for retrievably storing the motion data therein; and a server transceiver, for receiving the motion data and for transmitting the motion data to the end user device via the wireless network.
 6. The apparatus of claim 5, wherein the motion data is transmitted to the end user device via a website supported by the server.
 7. The apparatus of claim 6, wherein the website is a mobile accessible user interactive website.
 8. A system for training lacrosse techniques which utilize a crosse, the system comprising: an end cap operable to be removably coupled to the distal end of the crosse, the end cap comprising: a sensor for sensing the motion of the distal end of the crosse while in use by a user and generating motion data therefrom, and a transceiver for transmitting the motion data over a wireless network; a server communicatively coupled to the end cap, for receiving the motion data from the end cap and generating motion data analytics therefrom associated with the user, the server comprising a network interface for receiving the motion data and transmitting the motion data analytics over the wireless network; and a end user device communicatively coupled to the server for receiving the motion data analytics and displaying the motion data analytics; wherein the motion data analytics include information related to the lacrosse techniques trained by the user.
 9. The system of claim 8, wherein the motion data analytics include a virtual representation of the motion of the user executing the lacrosse techniques trained.
 10. The system of claim 8, wherein the motion data analytics include a user ranking on one or more leaderboards relative to other users.
 11. The system of claim 8, wherein the motion data analytics include coaching suggestions related to the lacrosse techniques trained by the user.
 12. The system of claim 11, wherein the coaching suggestions include automated coaching suggestions based on the motion data associated with the user and the lacrosse techniques trained.
 13. The system of claim 8, wherein the motion data analytics include lacrosse technique metrics associated with the user.
 14. The system of claim 8, wherein the end user device is a personal computing device.
 15. The system of claim 8, wherein the server is operable to receive a scheduled training event for the user, and transmit the scheduled training event to the end user device of the user; and wherein the motion data is generated in accordance with the scheduled training event.
 16. The system of claim 8, wherein the end user device selectively displays motion data analytics associated with one or more users.
 17. The system of claim 8, wherein the server supports a website accessible via the end user device.
 18. The apparatus of claim 8, wherein the crosse comprises a hollow distal end defining an interior surface for accepting the end cap and frictionally retaining the end cap within the hollow.
 19. The apparatus of claim 18, wherein the hollow further defines an annular edge between the interior surface and an exterior surface of the crosse; and wherein the end cap further comprises an annular groove for receiving and frictionally retaining the edge therein. 